Example #1
0
        static void Main(string[] args)
        {
            //Local variables is created
            bool   loseGame = false, roomComplete = false, bombActivated = false, shotVisible = false;
            int    highscore = 0, playerUsedActions = 0, roomCount = 1, movementEvent = 0, bombCount = 0;
            Random rnd = new Random();

            //The first room is created
            Empty.NewBoard();
            Wall.CreateRoom();
            Wall.CreateMaze();
            Door.CreateExit();
            Key.SpawnKey();
            Treasure.GenerateTreasures();
            Treasure.SpawnAmmo();
            Bomb.CreateBombs();
            Enemy.CreateEnemies(roomCount);

            //The board is created gets its values
            Entities.Ruta[,] boardGrid = Entities.Board;
            Entities.UpdateVisibilityBoard();
            Player.PlayerUpdateVisibility();


            //Board is drawn on the Console
            Draw.DrawScreen(boardGrid, Entities.IsVisible);
            Draw.DrawControls(boardGrid, highscore, Player.Health, bombCount, Player.Ammo);

            /*for (int i = 0; i < Treasure.TreasureList.GetLength(1); i++)
             * {
             *  Draw.Plot(Treasure.TreasureList[0, i], Treasure.TreasureList[1, i], Entities.Ruta.Treasure, (ConsoleColor)Treasure.TreasureList[3, i]);
             * }*/
            Draw.Plot(Player.X, Player.Y, Entities.Ruta.Player, ConsoleColor.Green);
            Draw.Plot(Key.X, Key.Y, Entities.Ruta.Key, ConsoleColor.Cyan);
            //Draw.Plot(Enemy.X, Enemy.Y, Entities.Ruta.Enemie, ConsoleColor.Red);

            while (!loseGame && roomCount < 15)
            {
                Entities.BoardCopy = boardGrid;
                if (roomComplete)    //Resets some values and creates a new random room but with more enemies
                {
                    Entities.UpdateVisibilityBoard();
                    highscore        += (1000 - playerUsedActions) * roomCount;
                    playerUsedActions = 0;
                    roomCount++;
                    Wall.WallCount        = 0;
                    Entities.NumbOfKeys   = 0;
                    Enemy.NumberOfEnemies = 0;
                    Player.X     = 1 + rnd.Next(boardGrid.GetLength(1) - 2);
                    Player.Y     = 1 + rnd.Next(boardGrid.GetLength(0) - 2);
                    Key.KeyCount = 0;
                    Empty.NewBoard();
                    Wall.CreateRoom();
                    Wall.CreateMaze();
                    Door.CreateExit();
                    Key.SpawnKey();
                    Treasure.GenerateTreasures();
                    Treasure.SpawnAmmo();
                    Bomb.CreateBombs();
                    Enemy.CreateEnemies(roomCount);
                    Draw.DrawScreen(boardGrid, Entities.IsVisible);
                    Draw.DrawControls(boardGrid, highscore, Player.Health, bombCount, Player.Ammo);

                    /*for (int i = 0; i < Treasure.TreasureList.GetLength(1); i++)
                     * {
                     *  Draw.Plot(Treasure.TreasureList[0, i], Treasure.TreasureList[1,i], Entities.Ruta.Treasure, (ConsoleColor) Treasure.TreasureList[3,i]);
                     * }*/
                    Draw.Plot(Player.X, Player.Y, Entities.Ruta.Player, ConsoleColor.Green);
                    //Draw.Plot(Enemy.X, Enemy.Y, Entities.Ruta.Enemie, ConsoleColor.Red);
                    roomComplete = false;
                }

                if (Player.MovePlayer())
                {
                    Bomb.BombSetOf(Player.Y, Player.X);
                }
                Player.PlayerUpdateVisibility();
                playerUsedActions++;
                movementEvent = Player.UpdatePlayerPosititon();
                if (movementEvent == 1)
                {
                    roomComplete = true;
                }
                else if (movementEvent == 2)
                {
                    Bomb.BombCount++;
                }

                highscore += Treasure.FoundTreasure(Player.X, Player.Y);

                for (int i = 0; i < roomCount * 10; i++)
                {
                    Enemy.MoveEnemy(i, Player.X, Player.Y);
                    Player.Health -= Enemy.UpdateEnemyPosititon(i);
                }

                for (int i = 0; i < boardGrid.GetLength(0); i++)
                {
                    for (int j = 0; j < boardGrid.GetLength(1); j++)
                    {
                        if (Entities.Board[i, j] == Entities.Ruta.Shot && shotVisible)
                        {
                            Entities.Board[i, j] = Entities.Ruta.Empty;
                            shotVisible          = false;
                        }
                        if (Entities.Board[i, j] == Entities.Ruta.Shot)
                        {
                            shotVisible = true;
                        }
                        Player.PlayerUpdateVisibility();

                        if (Entities.Board[i, j] != Entities.BoardCopy[i, j] || Entities.IsVisible[i, j])
                        {
                            if (Entities.Board[i, j] == Entities.Ruta.Player)
                            {
                                Draw.Plot(j, i, Entities.Ruta.Player, ConsoleColor.Green);
                            }
                            else if (Entities.Board[i, j] == Entities.Ruta.Enemie)
                            {
                                Draw.Plot(j, i, Entities.Ruta.Enemie, ConsoleColor.Red);
                            }
                            else if (Entities.Board[i, j] == Entities.Ruta.Key)
                            {
                                Draw.Plot(j, i, Entities.Ruta.Key, ConsoleColor.Cyan);
                            }
                            else if (Entities.Board[i, j] == Entities.Ruta.Treasure)
                            {
                                Draw.Plot(j, i, Entities.Ruta.Treasure, ConsoleColor.Yellow);
                            }
                            else if (Entities.Board[i, j] == Entities.Ruta.Bomb)
                            {
                                Draw.Plot(j, i, Entities.Ruta.Bomb, ConsoleColor.Gray);
                            }
                            else
                            {
                                Draw.Plot(j, i, Entities.Board[i, j], ConsoleColor.White);
                            }
                        }
                    }
                }

                /*
                 * if (Player.PrevX != Player.X || Player.PrevY != Player.Y)
                 * {
                 *  Draw.Plot(Player.PrevX, Player.PrevY, Entities.Board[Player.PrevY, Player.PrevX], ConsoleColor.Black);
                 *  Draw.Plot(Player.X, Player.Y, Entities.Ruta.Player, ConsoleColor.Green);
                 * }*/

                /*
                 * for (int i = 0; i < roomCount * 2; i++)
                 * {
                 *  Enemy.MoveEnemy(i, Player.X, Player.Y);
                 *  Player.Health -= Enemy.UpdateEnemyPosititon(i);
                 *  if (Enemy.PrevX != Enemy.X || Enemy.PrevY != Enemy.Y)
                 *  {
                 *      Draw.Plot(Enemy.PrevX, Enemy.PrevY, Entities.Ruta.Empty, ConsoleColor.Black);
                 *      if (Enemy.PrevX == Player.X && Enemy.PrevY == Player.Y)
                 *      {
                 *          Draw.Plot(Player.X, Player.Y, Entities.Ruta.Player, ConsoleColor.Green);
                 *      }
                 *      else
                 *      {
                 *          Draw.Plot(Enemy.X, Enemy.Y, Entities.Ruta.Enemie, ConsoleColor.Red);
                 *      }
                 *  }
                 * }
                 */
                bombCount = Bomb.BombCount;
                Draw.DrawControls(boardGrid, highscore, Player.Health, bombCount, Player.Ammo);
                Console.SetCursorPosition(0, boardGrid.GetLength(0) + 2);
                Console.WriteLine(playerUsedActions);

                if (Player.Health <= 0)
                {
                    loseGame = true;
                }
            }
            Draw.DrawGameOver(highscore);
            Console.ReadLine();
        }
Example #2
0
        static void Main(string[] args)
        {
            Render mainView = new Render();

            mainView.height     = 57;
            mainView.width      = 200;
            mainView.background = ' ';
            mainView.border     = '~';
            mainView.addBorder  = true;

            Character cursor = new Character();

            cursor.x  = 6;
            cursor.y  = 9;
            cursor.xs = 5;
            cursor.ys = 8;
            cursor.xf = 199;
            cursor.yf = 54;

            Menu mainSprawl = new Menu();

            string[,] mainSprawlOptions = { { "File", "file" }, { "Edit", "edit" }, { "Tools", "tools" }, { "About", "about" } };
            mainSprawl.options          = mainSprawlOptions;

            //dropdowns:
            Menu fileDrop = new Menu();

            string[,] fileDropOptions = { { "New", "new" }, { "Open", "open" }, { "Save", "save" }, { "Save As", "saveas" } };
            fileDrop.options          = fileDropOptions;

            Menu editDrop = new Menu();

            string[,] editDropOptions = { { "Format", "format" }, { "Transform", "transform" } };
            editDrop.options          = editDropOptions;

            Menu toolsDrop = new Menu();

            string[,] toolsDropOptions = { { "Point Single", "single" }, { "Perpendicular Line", "perpline" }, { "Box", "box" }, { "Sprite", "sprite" } };
            toolsDrop.options          = toolsDropOptions;

            Menu aboutDrop = new Menu();

            string[,] aboutDropOptions = { { "About", "about" }, { "Help", "help" } };
            aboutDrop.options          = aboutDropOptions;

            char[,] workspace = new char[45, 193];

            for (int i = 0; i < 45; i++)
            {
                for (int j = 0; j < 193; j++)
                {
                    workspace[i, j] = '$';
                }
            }

Top:
            Console.Clear();
            char[,] viewport = mainView.Default();

            //Top menu bar
            Draw.PerpendicularLine(viewport, mainView.border, 2, 1, 2, 199);
            Draw.Sentence(viewport, "ASCII DRAW 1.0", 1, 2);
            Draw.PerpendicularLine(viewport, mainView.border, 1, 17, 1, 199);

            //Top sprawl menu
            mainSprawl.Sprawl(viewport, '|', 3, 2);
            Draw.PerpendicularLine(viewport, mainView.border, 4, 1, 4, 199);

            //Bottom bar
            Draw.PerpendicularLine(viewport, mainView.border, 54, 1, 54, 199);

            //Number guides
            Draw.PerpendicularLine(viewport, mainView.border, 8, 5, 8, 199);
            Draw.PerpendicularLine(viewport, mainView.border, 9, 5, 53, 5);
            for (int i = 0; i < 45; i++)
            {
                string input = Convert.ToString(i);
                Draw.Sentence(viewport, input, i + 9, 2);

                if (i == cursor.y - 9)
                {
                    Draw.Sentence(viewport, "--", i + 9, 2);
                }
            }

            for (int i = 0; i < 193; i++)
            {
                string input = Convert.ToString(i);

                if (i == cursor.x - 6)
                {
                    input = "||";
                }

                char[] digits = input.ToCharArray();

                for (int j = 0; j < digits.Length; j++)
                {
                    Draw.Single(viewport, digits[j], 7 - j, i + 6);
                }
            }

            //Coordinate indicator
            Draw.Sentence(viewport, $"x: {cursor.x - 6}, y: {cursor.y - 9}", 55, 2);

            //Workspace for editing
            Draw.Sprite(viewport, workspace, 9, 6);

            //Draw cursor
            cursor.Initialize(viewport);

            //Dropdown menus
            //tools
            fileDrop.Dropdown(viewport, '#', 4, 2, 20);
            editDrop.Dropdown(viewport, '#', 4, 12, 20);
            toolsDrop.Dropdown(viewport, '#', 4, 22, 20);
            aboutDrop.Dropdown(viewport, '#', 4, 33, 20);

            mainView.Display(viewport);

            if (fileDrop.isOpen == true)
            {
                switch (fileDrop.GetInput())
                {
                case "new":
                    break;

                case "open":
                    break;

                case "save":
                    break;

                case "saveas":
                    break;
                }
            }
            else if (editDrop.isOpen == true)
            {
                switch (editDrop.GetInput())
                {
                case "format":
                    break;

                case "transform":
                    break;
                }
            }
            else if (toolsDrop.isOpen == true)
            {
                switch (toolsDrop.GetInput())
                {
                case "single":
                    break;
                }
            }
            else if (aboutDrop.isOpen == true)
            {
                switch (aboutDrop.GetInput())
                {
                case "about":
                    break;

                case "help":
                    break;
                }
            }
            else
            {
                switch (mainSprawl.GetInput())
                {
                case "file":
                    fileDrop.isOpen = true;
                    break;

                case "edit":
                    editDrop.isOpen = true;
                    break;

                case "tools":
                    toolsDrop.isOpen = true;
                    break;

                case "about":
                    aboutDrop.isOpen = true;
                    break;
                }
            }
            goto Top;
        }
Example #3
0
File: Game1.cs Project: kostya-1/2D
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            string name = "moshe";
            moshe = new Player(name);

            #region background

            clouds1Texture = Content.Load<Texture2D>("background/clouds1");
            clouds2Texture = Content.Load<Texture2D>("background/clouds2");

            clouds1 = new Draw(clouds1Texture, new Vector2(0,-150), null, Color.White, 0, new Vector2(0, 0), new Vector2(1f), SpriteEffects.None, 0);
            clouds2 = new Draw(clouds2Texture, new Vector2(-800,-150), null, Color.White, 0, new Vector2(0, 0), new Vector2(1f), SpriteEffects.None, 0);
            #endregion
        }